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feat(roads): level crossings, spawn and removal points for road vehicles, deleting points of a road
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world/RoadPoint.cpp
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world/RoadPoint.cpp
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world/RoadPoint.h
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world/RoadPoint.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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#include "utilities/Classes.h"
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#include "utilities/Names.h"
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#include "scene/scenenode.h"
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#include "world/Road.h"
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class TDynamicObject;
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class basic_event;
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// a place on a road where something happens to the traffic. three kinds of it:
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// - a level crossing: vehicles are stopped ahead of the rails for as long as a train is near,
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// - a point where vehicles appear, drawn from a set made ready while the scenery is loaded,
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// - a point where vehicles are taken away. the ones which came from a point of the previous kind go back to its set.
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// scenery entries:
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// node <max> <min> <name> crossing <position> [clearance <m>] [warning <m>] [stoplines <yes|no>] endcrossing
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// node <max> <min> <name> spawn <position> [interval <s>] [variation <0..1>] [velocity <km/h>] [copies <n>]
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// [node <max> <min> <name> dynamic <folder> <skin> <type> <path> <offset> <driver> <velocity> <load> [<load type>] enddynamic]... endspawn
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// node <max> <min> <name> despawn <position> [radius <m>] enddespawn
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// the vehicles of a spawn point are given the way vehicles are put in a scenery; where they're put and how they're driven
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// is up to the point, so the path, the offset, the driver and the velocity of these entries don't matter
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class roadpoint_node : public scene::basic_node
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{
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public:
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// types
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enum class kind_type
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{
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crossing,
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spawn,
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despawn
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};
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struct vehicle_data
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{
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std::string folder; // where the vehicle is defined, in the folder of the vehicles
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std::string skin;
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std::string type; // name of its definition files
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int load{0};
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std::string loadtype;
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bool operator==(vehicle_data const &Other) const
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{
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return folder == Other.folder && skin == Other.skin && type == Other.type && load == Other.load && loadtype == Other.loadtype;
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}
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};
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struct state
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{
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kind_type kind{kind_type::crossing};
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glm::dvec3 position{0.0};
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// level crossing
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float clearance{6.f}; // distance along the road from the point to the places the vehicles stop at
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float warning{800.f}; // how far along the rails a train coming closes the crossing
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bool stoplines{true}; // lines are painted where the vehicles stop
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// point where vehicles appear
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float interval{20.f}; // seconds from a vehicle to the next
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float variation{0.5f}; // part of the interval which is drawn at random
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float velocity{50.f}; // speed the vehicles appear with, and are told to keep, km/h
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int copies{2}; // number of each vehicle made ready
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std::vector<vehicle_data> vehicles;
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// point where vehicles are taken away
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float radius{2.f}; // vehicles on lanes this close to the point are taken
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// brings the content to a usable form
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void normalize();
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};
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// place the vehicles of a lane stop at while a crossing is closed
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struct stop_data
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{
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TTrack *track{nullptr}; // the lane it's on
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glm::dvec3 position{0.0};
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glm::dvec3 direction{0.0, 0.0, 1.0}; // the way the lane goes there
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float width{3.5f}; // of the lane
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};
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// constructors
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explicit roadpoint_node(scene::node_data const &Nodedata);
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// methods
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// restores content of the node from provided input stream; reads up to and including the closing statement
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void import(cParser &Input, glm::dvec3 const &Offset);
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state const &definition() const
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{
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return m_state;
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}
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// replaces what the node knows about itself. what it's tied to stays, it's up to the caller to bind it again.
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// a spawn point given another set of vehicles makes them anew; the ones it had stay on the road until they're taken away
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void define(state const &State);
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// scenery keyword for specified kind of point, and the statement closing its entry
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static std::string keyword(kind_type const Kind);
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static bool is_keyword(std::string const &Type);
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// reads vehicles out of a text. each is given the way vehicles are put in a scenery, or, if there's no such entry
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// in the text, as "<folder> <skin> <type> [<load> <load type>]" on a line of its own
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static std::vector<vehicle_data> parse_vehicles(std::string const &Text);
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// ties the point to the lanes and the rails as they are at the moment, or lets go of them
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void bind();
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void unbind();
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// makes the vehicles of a spawn point, once. it loads their models, which takes a while
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void prepare();
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// to be called with each step of the simulation
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void update(double const Deltatime);
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// state for display
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bool closed() const
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{
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return m_closed;
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}
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std::vector<stop_data> const &stops() const
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{
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return m_stops;
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}
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std::vector<TTrack *> const &lanes() const
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{
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return m_lanes;
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}
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std::size_t rails() const
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{
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return m_rails.size();
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}
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// vehicles made for a spawn point, and how many of them wait for their turn
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std::size_t vehicles() const
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{
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return m_pool.size();
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}
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std::size_t waiting() const;
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// generates geometry of the stop lines
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std::vector<scene::shape_node> create_shapes() const;
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// puts geometry of the point in the scene, or takes it back
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void show();
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void hide();
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bool shown() const
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{
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return m_shapes.shown();
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}
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// members
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bool m_editorremoved{false}; // removed in the editor; kept around so the removal can be undone
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private:
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// types
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struct pooled_vehicle
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{
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TDynamicObject *vehicle{nullptr};
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double velocity{0.0}; // what its speed was when it was made, to be given back each time it's put on the road
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};
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// methods
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float radius_() override;
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void serialize_(std::ostream &Output) const override;
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void deserialize_(std::istream &Input) override;
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void export_as_text_(std::ostream &Output) const override;
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void bind_crossing();
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void update_crossing(double const Deltatime);
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void update_spawn(double const Deltatime);
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void update_despawn();
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void close(bool const Closed);
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// members
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state m_state;
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bool m_bound{false};
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// level crossing
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std::vector<stop_data> m_stops;
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std::vector<basic_event *> m_events; // orders for the drivers, one for each stop. these are never freed, as a driver can hold on to one
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std::vector<TTrack *> m_rails; // rails a train closes the crossing from
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std::map<TDynamicObject const *, double> m_seen; // rail vehicles near, with how far each was the last time
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bool m_closed{false};
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double m_hold{0.0}; // time left for the crossing to stay closed after the last train was seen
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double m_scan{0.0}; // time left to the next look at the rails
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// spawn and despawn
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std::vector<TTrack *> m_lanes; // spawn: the lane the vehicles are put on. despawn: lanes the vehicles are taken from
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double m_offset{0.0}; // spawn: distance of the point from the start of that lane
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std::vector<pooled_vehicle> m_pool;
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bool m_prepared{false};
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int m_made{0}; // number of vehicles made so far, for their names
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double m_timer{0.0}; // time left to the next vehicle
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owned_shapes m_shapes;
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};
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// collection of the road points present in the scene
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class roadpoint_table : public basic_table<roadpoint_node>
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{
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public:
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// legacy style initialization, to be performed when the lanes of the roads are tied together
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void InitRoadpoints();
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// lets go of the lanes and the rails, ahead of a change of the roads, and ties all points anew when it's done
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void unbind();
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void bind();
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// puts geometry of the points in the scene
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void create_geometry();
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// to be called with each step of the simulation
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void update(double const Deltatime);
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private:
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bool m_geometry{false}; // the scene is ready to take geometry of the points
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};
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//---------------------------------------------------------------------------
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